SlideShare a Scribd company logo
Prepared by Javier Garcia
For CCNY BIC B3002 (Consumer Behavior & Persuasion, Zontee Hou)
2
3
4
Of the American population plays video games.
That’s 187,202,567 people
$24 Billion
59%
worth of video game related sales industry-wide. That’s:
• More than double 2013 US/Canada movie ticket sales
• Approx. 3x Netflix subscription revenue in 2013
Source: 2014 Sales, Demographic and Usage Data, Essential Facts About the Computer
& Video Game Industry. (http://www.theesa.com/facts/pdfs/ESA_EF_2014.pdf)
Of the American population that plays games,
52% are male
48% are female
Disproving the stereotype that most gamers are male
The age of the average American gamer31
6
7
8
Me
9
10
11
12
13
14
15
16
17
=
Online digital media distribution platform for Windows & Mac
18
=
Online digital PC gaming, media and software distribution platform
for Windows, Mac & Linux
19
20
21
22* Beta version of controller pictured
• A large awareness and knowledge gap between the
audience and a potential purchase
• Relying on limited beta-testers and press for initial impressions
on early hardware
• A lack of hands-on experience with the product and the
innovative controller
• Help them understand how it feels, how it works, and how it
fits into their lives
23
• Gaming/Tech News Sites
• Twitch.TV
• Retail
24
25
Managed by, and frequented by gaming enthusiasts
(Especially the comments sections)
• Gaming/Tech News Sites
• Twitch.TV
• Retail
26
27
• Video streaming platform dedicated
to all things video games – from
individual gamer broadcasts to major,
global competitive gaming events
• Embedded applications built into
the latest major gaming consoles
• Launched June 2011 - Less than 3 years old
28
• 4th largest driver of traffic on the web
• Attracts more prime time viewers
than MTV, TNT & AMC
• Reaches 45 million viewers a month
Compare to:
• 26.5 million Netflix Subscribers
• 22.3 million cable TV subscribers
• Launched June 2011 - Less than 3 years old
• Gaming/Tech News Sites
• Twitch.TV
• Retail
29
30
• Hands-on experience + dialogue with
professionals key to establishing user experience
• Consider foregoing existing big box and
gaming/technology retailers in favor of branded
Steam pop-up shops or dedicated,
• Controlled experience championed by
dedicated professionals and gaming enthusiasts
31
32
• Raise expectations of
consumers
• Rely on existing, happy
consumer advocates
• Capture imagination of
potential consumers
• Simplify exploration /
learning process
• Fulfill expectations of
product/service in
satisfying and
delightful manner
• Raise expectations of
consumers
• Rely on existing, happy
consumer advocates
• Capture imagination of
potential consumers
• Simplify exploration /
learning process
• Fulfill expectations of
product/service in
satisfying and
delightful manner
Retail / Post-Purchase
Product Usage
Press & Existing User /
Awareness of Brand
Press or Social Web /
Word of Mouth
WOM / Press / Content
Sponsorship
Retail Experience / WOM
Advocate
35

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Steam Machines - Comprehensive Consumer Profile & Go-To Market Plan (Master's Project) by Javier Garcia for CCNY BIC Master's Program - "Consumer Behavior & Persuasion" Class (Taught by Zontee Hou)

  • 1. Prepared by Javier Garcia For CCNY BIC B3002 (Consumer Behavior & Persuasion, Zontee Hou)
  • 2. 2
  • 3. 3
  • 4. 4
  • 5. Of the American population plays video games. That’s 187,202,567 people $24 Billion 59% worth of video game related sales industry-wide. That’s: • More than double 2013 US/Canada movie ticket sales • Approx. 3x Netflix subscription revenue in 2013 Source: 2014 Sales, Demographic and Usage Data, Essential Facts About the Computer & Video Game Industry. (http://www.theesa.com/facts/pdfs/ESA_EF_2014.pdf) Of the American population that plays games, 52% are male 48% are female Disproving the stereotype that most gamers are male The age of the average American gamer31
  • 6. 6
  • 7. 7
  • 9. 9
  • 10. 10
  • 11. 11
  • 12. 12
  • 13. 13
  • 14. 14
  • 15. 15
  • 16. 16
  • 17. 17 = Online digital media distribution platform for Windows & Mac
  • 18. 18 = Online digital PC gaming, media and software distribution platform for Windows, Mac & Linux
  • 19. 19
  • 20. 20
  • 21. 21
  • 22. 22* Beta version of controller pictured
  • 23. • A large awareness and knowledge gap between the audience and a potential purchase • Relying on limited beta-testers and press for initial impressions on early hardware • A lack of hands-on experience with the product and the innovative controller • Help them understand how it feels, how it works, and how it fits into their lives 23
  • 24. • Gaming/Tech News Sites • Twitch.TV • Retail 24
  • 25. 25 Managed by, and frequented by gaming enthusiasts (Especially the comments sections)
  • 26. • Gaming/Tech News Sites • Twitch.TV • Retail 26
  • 27. 27 • Video streaming platform dedicated to all things video games – from individual gamer broadcasts to major, global competitive gaming events • Embedded applications built into the latest major gaming consoles • Launched June 2011 - Less than 3 years old
  • 28. 28 • 4th largest driver of traffic on the web • Attracts more prime time viewers than MTV, TNT & AMC • Reaches 45 million viewers a month Compare to: • 26.5 million Netflix Subscribers • 22.3 million cable TV subscribers • Launched June 2011 - Less than 3 years old
  • 29. • Gaming/Tech News Sites • Twitch.TV • Retail 29
  • 30. 30 • Hands-on experience + dialogue with professionals key to establishing user experience • Consider foregoing existing big box and gaming/technology retailers in favor of branded Steam pop-up shops or dedicated, • Controlled experience championed by dedicated professionals and gaming enthusiasts
  • 31. 31
  • 32. 32
  • 33. • Raise expectations of consumers • Rely on existing, happy consumer advocates • Capture imagination of potential consumers • Simplify exploration / learning process • Fulfill expectations of product/service in satisfying and delightful manner
  • 34. • Raise expectations of consumers • Rely on existing, happy consumer advocates • Capture imagination of potential consumers • Simplify exploration / learning process • Fulfill expectations of product/service in satisfying and delightful manner Retail / Post-Purchase Product Usage Press & Existing User / Awareness of Brand Press or Social Web / Word of Mouth WOM / Press / Content Sponsorship Retail Experience / WOM Advocate
  • 35. 35